If you put the +1/+1 counters on creatures with -1/-1 counters, then they cancel out and don't have to be removed.
@CrowJonSnow: It's from the Deckmasters 2001: Garfield vs Finkel set, which was basically Duel Decks before there were Duel Decks. Richard Garfield's deck has one Bounty of the Hunt in it, and is listed here. http://www.wizards.com/magic/displaythemedeck.asp?set=deckmasters2001&decknum=1&lang=en
Posted By:
syrazemyla
(4/24/2012 9:04:52 PM)
Why is this card worded "at the beginning of the next cleanup step" instead of "at the beginning of the next end step" or something similar?
The cleanup step happens AFTER the end step. The cleanup step has three parts to it. First, (514.1) players discard down to maximum hand size, then (514.2) damage and "until end of turn" effects wear off (not to be confused with the no longer used phrase ("at end of turn"), then finally (514.3) "at the beginning of the cleanup step" and other triggers waiting to get placed on the stack go on the stack.
If the counters are removed at any time before 514.2, the creature will still have damage marked on it from combat, spells, etc. This means the stat boost you gave the creature (or creatures) to save them would only temporarily save them because they would die from lethal damage once the counters are removed. The wording "at the beginning of the next cleanup step" means your creature(s) stay alive because the counters will not be removed u... (see all)
Posted By:
LordZogar
(9/17/2012 11:31:36 AM)
Hm. GTC Simic makes this a little more interesting. I can find a home for this in any casual deck that includes Fathom Mage.
Posted By:
thatmarkguy
(2/12/2013 10:47:42 AM)
If they'd let the counters stay with no conditionals it'd be overpowered.
This is the printed wording for Bounty of the Hunt from Alliances which the Oracle wording for the spell closely mimics:
You may remove a green card in your hand from the game instead of paying Bounty of the Hunt's casting cost.
Put three +1/+1 counters, distributed any way you choose, on any number of target creatures. Remove these counters at end of turn.
What makes if different from Seeds of strength is that it distributes 3 +1/+1 counters to the creatures, not simple 3 +1/+1 buffs to them. In certain cases, such as Skullbriar, the Walking Grave, Crystal Golem, Fathom Mage and other creatures that utilize +1/+1 counters or can move them around or benefit when they are removed, like the Protean Hydra, this can be a very useful spell. It can also be useful for removing 3 -1/-1 counters from creatures.\
The way this works wi... (see all)
Posted By:
Guest1162619373
(6/21/2013 4:19:20 AM)
You can play Protean Hydra as a 1/1 for {1}{G}, then play Bounty of the Hunt on it to make it a 4/4 until EOT...then, at the end of the next turn it becomes a 7/7 because of its own ability. :)
Posted By:
JenBroness
(12/27/2010 11:41:02 AM)
Seeds of Strength came later and it only costs two, but it's multicolored.
Also, I think the wording should be changed on the sight. It should be "at end of turn", not "at the beginning of the next cleanup step." They're two totally different things.
Posted By:
asandberge
(2/16/2010 3:52:53 PM)
Such crap. Contagion lets you keep the counters, why couldn't this? Even then it would be terrible.
Also, Overrun costs the same.
Posted By:
achilleselbow
(7/27/2010 9:11:14 PM)
I could see this getting really good play with Joraga Warcaller
Posted By:
Kryptnyt
(7/16/2010 7:06:34 PM)
This is an underpowered "pitch" card. They could have made this much better by letting the counters stay instead of being removed. Even if it was only 2 permanent counters, it would have been way more useful. Alliances did a terrible job of balancing the "pitch" spells. Force of Will: GREAT, Contagion: GOOD, Scars of the Veteran: OK, Pyrokinesis and Bounty of the Hunt: POOR.
Posted By:
kowrip
(6/2/2010 1:17:46 PM)